Thinking back to how the old extended was previously, I remembered how the best deck (thopter depths) was so strong because it ran two separate & dominant combos.
I started this deck utilizing two very strong combos by themselves, and then realizing that they could easily be smashed together in a single deck without losing a step.
The benefits? You gain inevitability with two different combos, and while you can hate out one combo effectively, it's almost impossible to hate both combos out. The other disgusting fact about this deck, is that Green Sun's Zenith is positively bonkers in here, giving you access to an incredible toolbox, in addition the a 1 mana Rampant Growth spell that shuffles back in. Deceiver Exarch is also a good utility creature in it's own right. Forcing an opponent to tap down a land before dropping a scapeshift can mean the difference between it getting countered and you losing. Even without that in mind, Exarch is a fine creature at slowing down stoneforge mystic decks, Aggro decks, or any decks that want to get damage in quick.
Ideally, you simply play a game of which combo you can reach first. Sometimes you'll have the turn 4 kill with Splinter/Exarch. Other turns, you'll reach 7-8 land incredibly quick and win off scapeshift.
I've won by Beatdown as well after an opponent entirely exhausted all his resources trying to stop scapeshift while also trying to stop splinter/exarch.
Conveniently, Splinter Twin can actually be used in here even if your Exarch is never drawn. Using it to copy Wood Elves, Sakura Tribe Elders, or Coiling Oracles isn't ideal, but still is advantageous, considering they wouldn't be doing much anyway.
This deck typically overloads Control & Midrange decks, often just going over the top. The worst matchup is probably Zoo, but being able to play 7 Kitchen Finks (zenith) post sideboard makes things much easier.
this deck seems like it is way to slow to deal with other combo decks or aggro decks because it has a hard time either, accelerating enough or going off quickly. Mixing these two together seems like weakening both more than anything else, and i'm not sure either of them had the tools to deal with hypergenesis in the first place.
Proxy up the decklist, it's no slower than traditional Scapeshift was (much thanks to Green Sun's Zenith being the best ramp spell ever printed). And Seeing as Splinter combo has won me games on turn 3, it's certainly not too slow if things go right.
The only legitimate "fast" combo deck in the format is Hyper, which has a rough time dealing with Remand... which I have as a 4 of maindeck + more permission in the board.
This really is one of those decks that looks a lot weaker on paper than when you play it. The main strength of this deck is that it eats mid-ranged decks alive since you simply go right over the top of them en route to winning, while giving dedicated control decks a very hard time dealing with two separate combos + the risk of simple beats if that doesn't work out.
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There just isn't any room for it, and frankly, it's not really needed.
In prev. extended, Omen was never used in scapeshift since you could play 3 color, then just scapeshift with 7-8 lands for the win. 7 lands deals 18 damage, whereas 8 lands goes lethal at just about any life total.
Prismatic omens was mainly used so that Valakut decks could support more than 2 colors maindeck.
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you have access to 2 combos that are essentially the same thing. the pieces are interchangeable which allows for less searches and cantrips and more protection.
I started this deck utilizing two very strong combos by themselves, and then realizing that they could easily be smashed together in a single deck without losing a step.
The benefits? You gain inevitability with two different combos, and while you can hate out one combo effectively, it's almost impossible to hate both combos out. The other disgusting fact about this deck, is that Green Sun's Zenith is positively bonkers in here, giving you access to an incredible toolbox, in addition the a 1 mana Rampant Growth spell that shuffles back in. Deceiver Exarch is also a good utility creature in it's own right. Forcing an opponent to tap down a land before dropping a scapeshift can mean the difference between it getting countered and you losing. Even without that in mind, Exarch is a fine creature at slowing down stoneforge mystic decks, Aggro decks, or any decks that want to get damage in quick.
2x Sakura-Tribe Elder
1x Coiling Oracle
2x Primeval Titan
1x Oracle of Mul Daya
1x Wood Elves
4x Deceiver Exarch
Creature Enchantments
4x Splinter Twin
Sorceries
4x Preordain
4x Green Sun's Zenith
3x Explore
3x Scapeshift
4x Remand
Planeswalker
3x Jace, the Mind Sculptor
Lands
2x Dryad Arbor
4x Stomping Ground
4x Steam Vents
2x Breeding Pool
2x Valakut, the Molten Pinnacle
2x Dryad Arbor
3x Mountain
1x Island
2x Forest
3x Spell Pierce
2x Venser, Shaper Savant
3x Kitchen Finks
1x Echoing Truth
2x Electrolyze
2x Chalice of the Void
Ideally, you simply play a game of which combo you can reach first. Sometimes you'll have the turn 4 kill with Splinter/Exarch. Other turns, you'll reach 7-8 land incredibly quick and win off scapeshift.
I've won by Beatdown as well after an opponent entirely exhausted all his resources trying to stop scapeshift while also trying to stop splinter/exarch.
Conveniently, Splinter Twin can actually be used in here even if your Exarch is never drawn. Using it to copy Wood Elves, Sakura Tribe Elders, or Coiling Oracles isn't ideal, but still is advantageous, considering they wouldn't be doing much anyway.
This deck typically overloads Control & Midrange decks, often just going over the top. The worst matchup is probably Zoo, but being able to play 7 Kitchen Finks (zenith) post sideboard makes things much easier.
The only legitimate "fast" combo deck in the format is Hyper, which has a rough time dealing with Remand... which I have as a 4 of maindeck + more permission in the board.
This really is one of those decks that looks a lot weaker on paper than when you play it. The main strength of this deck is that it eats mid-ranged decks alive since you simply go right over the top of them en route to winning, while giving dedicated control decks a very hard time dealing with two separate combos + the risk of simple beats if that doesn't work out.
There just isn't any room for it, and frankly, it's not really needed.
In prev. extended, Omen was never used in scapeshift since you could play 3 color, then just scapeshift with 7-8 lands for the win. 7 lands deals 18 damage, whereas 8 lands goes lethal at just about any life total.
Prismatic omens was mainly used so that Valakut decks could support more than 2 colors maindeck.
4 Deceiver Exarch
4 Kiki-Jiki, Mirror Breaker
4 Pestermite
Other Spells-28
4 Daze
4 Spell Pierce
4 Preordain
4 Mental Misstep
4 Ponder
4 Splinter Twin
4 Seething Song?
4 Cascade Bluffs
2 Island
2 Mountain
4 Shivan Reef
4 Scalding Tarn
4 Steam Vents
you have access to 2 combos that are essentially the same thing. the pieces are interchangeable which allows for less searches and cantrips and more protection.
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